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Quinley Basdel

Buri's page

Pathfinder Society Member. 3,219 posts. No reviews. 1 list. No wishlists. 5 Pathfinder Society characters.



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Who actually takes the time to organize their gear instead of tossing stuff into a bag of holding/handy haversack? I just did a gear list for a character and have a handy haversack with some chests inside that actually group together his stuff into neat organizations. One of these is a food chest and the idea of cheese rolling around on all my expensive magical gear was simultaneously hilarious and facepalm worthy. I also have a chest for writing supplies, my grooming kits, and so on.

What do you guys do?


I have a level 13 natural lycanthrope (human, tiger) master summoner. My GM didn't realize the hybrid form a) made me large and b) let me retain usage of my gear. He was thinking the gear would absorb like any other polymorph effect except the lycanthrope version has an exception for hybrid form. To be clear, he's fine with him being large in isolation.

So, I'm this high physical stat and mental stat character (a synthesist, essentially) doing W+17ish damage per attack with dimensional dervish and a +4 adamantine waraxe, using scrolls like a boss with a +44 UMD, claws that are law and good for DR, and summons particularly suited for encounters as he has the summon good monster feat. Compared to the rest of the party he's OP.

I really do try to play him down by keeping summons to a bare minimum and stick to essentially his weapon attacks and items. I've roleplayed this as he treats summons as if they're the actual creatures themselves since they can technically feel pain, have alignments and knowledge, etc. so he doesn't "abuse" the ability to call them at will.

My GM doesn't like the power disparity since he has to either target me else I just destroy things while they're distracted with seemingly more armored PCs (he's got a 41 buffed AC with glammered armor so he looks like he's just wearing normal clothing). Thing is, he's heavily invested in the group. He only takes things from loot that the rest of the party can't use or use well and I try to have him take last from loot splits except for the few items basically made for summoners and always poll the group like "does anybody mind I take x?" He just seems to meld into all the cracks and can use them to great effect. I did get rid of an item that was "too broken" for the build: a set of gloves of the commanding conjurer.

If I just take him out of the group there's a power gap as there's no fighter type character and a potentially great loss in gear value in the group. True, he could just slough off all his gear and go about his way but that makes no sense for the character whatsoever. He's LG with a mission to fight evil, a Ragathiel wannabe in many ways. Even then, the group with his pile of gear is largely ineffectual due to a lack of UMD in the party and no other arcane caster or not being front liners themselves and selling it would not make up for the value they otherwise bring. So, that's not really an option. It'd feel good and be a great gesture but at the end of the day the return on investment would be minimal.

I guess what I'm looking for is a way to transition him out without being a detriment to the party as he really does help pull the group through the fire so I can't just eschew new gear we come across entirely. The replacement character I'd have would be a similar front liner type to not let that role go unfilled in the group but other builds wouldn't benefit from his gear as much. His feats are nonstandard to build guides and there are better options for a fresh character any way.

So, do I force my GM to just kill him through normal play or is there a switcharoo tactic I'm not seeing to bring in something more even keel for the group?


So, my Rise group's fighter died and the player isn't coming back with another full BAB front liner. My natural lycanthrope is left for that role mechanically. He's got a base AC 30 which is easily buffed to 40ish, CMD 39, +19 melee to-hit with greater magic fang which he casts daily at level 12. That's a pretty strong caster, yes, but with only 115 hitpoints I'm kind of nervous really trying to tank hits to the face. I imagine my general M.O. will be to summon things for that purpose. My guy has the dimensional dervish feats so he can basically zip in and out of combat seamlessly while his summons keep getting blasted and the party does their thing.

Is this sound? Does anyone have other tips?


Many times in APs and modules you'll see how some wizards have come up with a nifty "like this spell but not really" kind of effect. It's really common in the Thassilonian pieces of published modules. For example, there was a binding-like effect that was customized that only resembled the base function of that spell. It had other functions that were not anything like RAW.

So, I'm curious what kind of poetic license you let your players have with such things. I've toyed about encouraging said effects in my own games but, honestly, some of the stuff I see that's really cool in APs or the tales books I don't know if I'd allow if a player came to me and did a cold pitch because of how remarkably off base it is with RAW.

What do you think?


Apologies if this topic has already been explored in isolation. I was looking at the archmage path as I may be playing WotR soon and noticed Flexible School.

Flexible School (Ex):
Select one wizard arcane school that is not your arcane school. You gain powers from that arcane school, treating your tier as your wizard level for the purposes of these powers. Once you have chosen the arcane school, it cannot be changed. You cannot select an arcane school that is one of your opposition schools. You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own.

Say you start with the Universalist school. With this take Foresight for 3+int/day d20 replacements for a round AND metamagic mastery or go Divination and act in every surprise round. There's no reason why you can't take both by taking Flexible School twice. Other combinations with Foresight was the Banishment or Enchantment schools.

For the mythic feats there is Dual Path.

Dual Path:
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.

Again, assuming wizard, take the Guardian's Sudden Block for Guardian's Call.

Sudden Block (Su):
As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Now, say you take Dodge (Mythic) and Arcane Armor Training (Mythic).

Dodge (Mythic):
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.

Arcane Armor Training (Mythic):
You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you're wearing light armor, reduce your arcane spell failure chance by 20%.

You can create a wizard who can exist almost perfectly fine in melee for short durations and gain full advantage of special armor abilities with no spell failure chance. You can do an exfiltration, get in a circumstantial hit if you have the right buffs and the opportunity presents itself, etc. Having spent 3 of 5 mythic feats on flexibility you can spend your other two on Extra Path Ability to catch back up on taking Flexible School and finish out any other ability chains you had planned or take other mythic feats.

What nifty combinations have you noticed?


Disclaimer: This is not a dig on Hero Lab. Many people get great usage from it, and that's awesome. This thread is a hypothesis about an effect that results from that usage.

Something I've notice from those that use HL is that they will often petition for things like racial restrictions be lowered if they even ask at all. I know a particular guy who will assume everything is fair game unless he's told otherwise. I suspect this is so they can make greater utilization of the abilities they see in the HL indexes. Any mention of reinforcing the restrictions or challenging why they want them lowered is met with something that essentially says "because I think it's dumb." Be that as it may, people rarely do anything without a benefit to themselves and HL certainly facilitates that benefit. Of course, they could ask the same anyway without HL, but seeing an ability right next to another and being restricted from one but not the other certainly will raise the question faster than if all you had were the disparate source books and had to mentally collate the options yourself.

So, you end up with humans with tengu spells and orc gear as being potentially common builds as if they're regular spells and gear with no particular significance to their source race or other restriction. Another common thing is the spread of the dervish feats among those without any kind of story connection to where they come from. Nothing says they have to, sure. It's just part of this phenomenon.

You could argue that any index resource (such as the paizo prd or d20pfsrd sites) would lead to the same result. I would say that some would ask most assuredly, yes. However, I would counter that there is a psychologically fundamental difference when you pay for something and are told you can't use it regardless of the reason. It triggers a "why not" defense mechanism as you feel entitled to it. I would make the same claim over any other paid reference tool. HL simply happens to be a prevalent (the most?) one.

This view naturally springs from a desire to see some scarcity among the options available to a character that I have. I think player choice should matter, and that those choices should inherently limit or allow options as appropriate. I don't like that anyone can use resources described as "well guarded secrets."

What do you think?


What's the chance of getting these? I love the map artwork in the books. Drawing out a map never compares. Also, some of them are amazingly huge and it becomes a real time sink during the session to draw the next area of the map.

To be honest, I thought this is what the map packs were until I bought one. :/ They're cool, sure, but, they're nothing like this.


Playing Carrion Crown. GM is letting us play evil characters with access to monster races. I'm playing a TN janni druid currently level 6.

He more or less sees himself as an aspect of nature itself, almost a demigod in his own right, and uses the wild shape to only be an elemental, has the weather domain instead of an animal companion, basically only uses elemental based spells, etc. All the guides I've read advocate beasting out for the martial druid. I'm curious how much I'm holding myself back. Now, I am having fun with the build. That's no issue. I'm just curious how much, if any, I'm holding back the class itself.

His ability scores are 18, 16, 16, 14, 16, 10. I got lucky with 4d6 drop lowest, our ability gen method.


I was wondering if anyone has made a sheet for characters that often change forms. Currently, I just use the player folio and write multiple numbers in each box and it gets rather cramped. I'm playing a natural lycanthrope so my abilities, feats, movement speed, DR, etc all change. More than this, wild shaping druids, synthesists, polymorph casters, and so on would benefit from such a thing. Is it out there or is there a strategy for handling these I haven't gotten keen about?


In short, if a player, do you have one or, if a GM, what have your players wanted to do with them?

In the Rise campaign I play, my character has a mage guild just outside of Sandpoint in the old sanitarium that he remodeled. He uses it to recruit all good-aligned arcane practitioners (witches, magi, wizards, etc) to be an active force of good (feed homeless, heal sick, fight demons, etc).


Has anyone fully detailed any towns or cities? That is, they've accounted for every citizen (including giving them a name and class, background optional), shop, home, hut, hole in the ground, complete inventories of stores, homes, etc?

My mood at the moment has my eye set on Magnimar but that would be SUCH a huge undertaking even with a random name generator.


I'm trying to come up with some home rules to preserve the common mystery of magic in a world pervaded by it and provide a framework of understanding as to why the world hasn't been overrun by a certain race or any caster with spell x. I'm trying to do this while preserving the richness of the Golarion setting as well. This is proving to be a bit challenging.

Instead of just asking for advice I was curious if something like this couldn't be crowd sourced and become something of a public work that can fit in the Golarion setting from table to table with minimal effort.

Some general ideas I've had along these lines includes rules for researching how to construct magic items rather than the base assumption that a feat somehow gives you knowledge of the entire category. I've also been curious about what national laws and customs encourage and dissuade certain magics being used based on Paizo's source material. I've been mostly focused on these areas but there many more facets to the game.

Ultimately these would be things I keep from game to game that I run. Those of us that have already developed house with this goal in mind can feel free to post them. Ideally after some debate a list could be compiled and voted on.

What do you think?


Other than the obvious inability to stack almost completely on dexterity while ignoring strength, what other downsides are there to ignoring weapon finesse? Are there any upsides besides the have the extra feat handy?

I was looking at the TWF fighter and realized it wasn't necessary to dex with TWF. The two had been classically linked in my head so I got to thinking about a rogue build. Obviously, "it's not a fighter" so it won't have the class features and plethora of feats available. It's just theorycraft on my party.

Any ideas?


I know the default answer is "no," but reading the entry for Energy Resistance alludes there's nuance to it.

Energy Resistance, Glossary, CRB/PRD wrote:

A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.

Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn't matter whether the damage has a mundane or magical source.

When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

This alludes that only spell-granted resistance doesn't stack. However, wouldn't racial and class resistances stack per RAW?


I feel this has been an often brought up topic but my search foo failed.

As a caster, what's the best ways to gain constant DR? I'm looking specifically to avoid stoneskin for longevity and reliability reasons. Is there a best mix of Paizo races, feats, non-armor gear, etc. that accomplishes this?


Does anyone disagree?

I think it's basically the best spell in the game. It's the only spell that can affect artifacts. Sure, it's only purpose is to undo magic. But, it can even undo wish. It's like the magical trump card. At just a verbal component, you can be limbless and still cast it. I can easily see a wizard having just it prepared in their 9th level slots laughing as an opposed wizard wastes hundreds of thousands of gold trying to work major magic all for free just by uttering a few words.

Gaze upon its glory.

Mage's Disjunction wrote:

School abjuration; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration 1 minute/level

Saving Throw Will negates (object); Spell Resistance no
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


Are there any rules or quirks your GM has that you completely ignore?

The first time I heard my GM say my paladin couldn't worship a CG god I thought "screw you, I'll worship who I want." I wouldn't force an issue for a class that mechanically relies on the god worshiped, but for roleplay I'll write down whatever deity I want regardless of the character's alignment. That's about it for me.


I'm building a wizard with 13 normal, unbuffed AC. No armor. Just a 16 dex. Looking over the spells, being an abjurer, I'm tempted to not buy AC boosting items at all. He's currently level 11 but I haven't played him yet. However, with miss chance spells, blink, protection from arrows and bullet shield, and other situational protections, I actually think I'll feel pretty safe. At level 11, those are decent durations, too, even for round/level spells.

I understand the threat of ambushes and surprise attacks but these are exceedingly rare in the campaign he's going into.

Is this folly or smart?


I've got a LG Elven abjuration (counterspell) wizard spellbinder going right now. I'm looking for advice as this veers from the Treatmonk guide et al. The Elven and abjuration wizard bits are fixed, though counterspell subschool is not as much as I like 2/day immediate action counterspells. Spellbinder is there more for always have a core set of spells available regardless of circumstance without costing a feat but is changable. I've selected illusion and evocation as my opposition schools but am rethinking evocation. What to put in its place is confusing as none are really "good" options as they all provide various effects a wizard who's about shutting down enemy casters and controlling magic itself would use. We have a blaster wizard as is that doubles as the group buffer, but I know evo (force) effects are very nice as well and could fit the theme, especially with well-timed emergency force sphere usage.

As is I've just got a +4 int headband, +4 con belt and a blessed book for gear. Feats are:

Spell Focus (Abjuration)
Spell Specialization (Dispel magic, greater)
Greater Spell Specialization
Run (racial)
Spell Penetration
Craft Wondrous Item
Scribe Scroll
Extend Spell
Persistent Spell
Improved Counterspell (class)
Discovery - True Name (Movanic Deva)

These aren't listed in any order. I'm thinking of changing persistent spell for enlarge spell to get off greater AoEs for group buffs.

Ability scores are:

STR 10
DEX 16
CON 16
INT 22
WIS 16
CHA 10

Being focused more on dispels and being a general pain to enemy casters, I don't see the point is getting super high DCs hence the "okay" int score and not being huge on spell focus feats or +1 DC traits. The idea of 2 saves to resist my spells with persistent spell was the original thought. That said, I'm grossly lacking gear and spells and am having trouble formulating what those aspects should look like outside the obvious spells. Other than race and the school, anything is up for a change.

Thanks.


3 people marked this as a favorite.

The more I play, the more I hate the feeling as if I have to optimize my characters. If I don't, I question whether or not I'm really contributing to the group. If I force myself not to, I get questions like "that's all?" when I mention a save DC or get frustrated because I can't land attacks or my spells get saved against often. It's infuriating and deflating, honestly. When I do it, and I can do it well, my characters are capable but often shallow in build.

Does anyone else feel the same? Is there a balance between the worlds?


1 person marked this as FAQ candidate.

Fearless Aura

Quote:
Benefit: Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.

Dragonbane Aura

Quote:
Benefit: When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage’s bonus against fear effects.

The question is simple. Immune to dragon breath weapons? To those who may think immune is not a bonus, Paizo doesn't always follow this rule.

Spell Immunity

Quote:
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells.

So, the precedent exists where immune = infinite bonus.


1 person marked this as FAQ candidate.

On a few occasions, I talked about making a paladin of Cayden Cailean and my GM and a friend said you couldn't do that. They mentioned that you had to be within one step and as paladins have to be LG, the twain could never meet. Looking into this, I only see this one step alignment restriction on clerics. They're heavy PFS players. Is this a PFS provision or is this mentioned somewhere else?


I'm building a level 11 witch. With a 1 level dip into mindchemist alchemist and ability focus, I can get a DC 28 on my hexes. This seems to me above what most would say is a good DC and crosses over into solid/high/very good. The threat of a natural 20 always exists. However, I'm curious if I should drop accursed hex from my feat list.

My group has a blaster wizard, a fighter, cleric, and oracle/rogue. Fights don't last long so the prospect of spending two rounds to get the hex off seems wasteful.

What do you think?


Blood Ritualist

Using blood magic and dark rituals, the blood ritualist can deliver spells with increased deadliness and can even sap power from otherworldly spirits to use to her whims. The blood ritualist does not make pacts with these spirits. Rather, she has knowledge to compel them to surrender pieces of their power against their will.

Patron Spells

A blood ritualist can force otherworldly beings to grant power as she sees fit, at a price. When she would pick her patron at 1st level, the blood ritualist can pick one spell for each level patrons grant spells from any patron to create a customized array of spells. To use these spells, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to use these spells inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day.

Using spells in this manner comes at a further cost. Each time the blood ritualist casts a spell with this ability, she is vulnerable to the source of that spell's power. The patron spirit has a 75% chance to inflict upon the ritualist a condition that is line with that patron's ethos for a period of 1d4 rounds for the first time a particular patron's power is used. Each time a particular patron's power is used, the duration of this condition increases by one step along a track of minutes, hours, and days. The ritualist can reduce durations longer than hours by two steps with a DC 25 will save. This save increases to DC 35 at level 14 for spells gained at level 14 and above. This ability replaces and acts like the normal patron rules in all other cases.

Blood Magic (Su)

As a full-round action, a blood ritualist can use a series of special chants, movements, and ritualistic blood letting to fuel her spells. At 4th level, and every 4 levels thereafter, she picks a school of magic. When casting spells from these schools, the blood ritualist must shed blood in some form. This can be by cutting herself, biting her cheek, or even the following round after gaining a bleed effect in combat. Using this shedding of blood to cast a spell of a school the ritualist has chosen inflicts an additional 1 Con damage on top of any other side effects that happened when her blood was shed. At the end of this full-round action, her spell casting is completed as a swift action at +2 CL and has a +2 bonus to its DC, if any. If the ritualist needs to make a spell resistance check to affect a target with that spell, she gets a +2 to that check. If the ritualist has already used a swift action this round, the spell is cast with an immediate action consuming the following round's swift action as normal. At 16th level, these bonuses increase by 1. At 20th level, they increase by 1 for a total of +4. The blood ritualist may do this for however many times per day equal to her constitution modifier as it was at the start of that day. This is in addition to the number of times she may call upon her patron spells. This ability replaces the hex gained at 4th level and every 4 levels thereafter until all schools have been selected, at which point she may gain hexes every 2 levels as normal.

Ritualistic Curse
The con damage taken from using Blood Magic or spells from her Patron Spells feature is not like normal ability damage. The spirits and cosmic underpinnings that fuel her magic in these ways are generally forced to give her power against their will and the universe itself is loathe to give up its power in these ways. As such, the ability damage from these method can not be healed by any means other than natural healing. Not even wish can hasten this process. Deific intervention may heal this damage if you can find a deity to heal such a vile creature. Evil aligned deities are even hesitant to bestow this gift upon blood ritualists fearing granting such a boon might in some unintentional way provide a conduit for the ritualist to force the deity to surrender its power to her in a similar manner she forces other beings, nay, creation itself, to give their power. The mere idea is anathema to all but the most insane deities.

Whispers of Blood (Su)
At 10th level, by consuming freshly shed blood of a still-living creature, the blood ritualist may temporarily gain a fraction of its magical ability. Upon consuming the blood, the ritualist must make a DC 20 Fort save to resist vomiting up the blood. If successful, she may make a Know (arcana) check with a DC of 10 + 1/2 of the creature's HD + caster level of the spell attempting to be identified against one spell the creature has prepared (for prepared casters) or knows (for spontaneous casters) starting with the lowest level spells first and only progressing to higher level spells after all spells of a given level have been attempted to be identified. A ritualist may try to identify higher level spells by sacrificing a spell she has prepared of the same level. A spell sacrificed in this manner consumes its slot as if it had been cast. Success let's the ritualist add the spell to her familiar for a period of 1d4 days. If she has open spell slots of an appropriate spell level, she may also prepare a single casting of that spell in that or a higher slot. There is no limit to how many spells the ritualist can acquire in this manner but must consume blood and make a new Fort save for each spell acquired. If a ritualist consumes blood quickly in succession to gain several spells and fails any of the Fort saves to resist vomiting, she loses all spells gained from that creature. While not an inherently evil act if the target is willing, the ritualist can easily slide down a corrupting path with this ability. This ability replaces the hex gained at 10th level.


I recall an ability that acts very similarly to detect/seek thoughts, was spell-like or supernatural but can't remember the name. It had a high usage per day or was at-will, and it might not have even needed a save as I don't remember one ever being needed for it. Honestly, I can't even recall the race/class/etc that granted it. Does this ring bells for anyone?


So, I've got this monster race, a Janni, and am adding a class level to it. Given its type as an outsider, does its type override BAB progression? Do the number of skill points stack? I did not add another d10 for the class level as it has its own hit die. But, if that doesn't add together then how do the others work together?

I've essentially got myself in a loop so something's wrong with my thinking or I'm over analyzing things. Would someone clear the fog, please?


The recent "What is the point of Spellbooks" thread got me perusing the wizard spell list to see what one could use to play up the game of protecting the key to your power. While there are certainly some spells of the "that could come in handy" variety nothing really jumped out at me that fills this role. So now I'm curious how do you guys protect your tomes. What kind of setups do you have to ensure your secrets aren't gone for good?


As a good caster I'm curious how to come to mutual agreements with good outsiders like angels. The magic circle against good spell is evil so it just feels weird as does the binding spell as it seems rather forceful and counter intuitive in a diplomatic sense.

My GM has mentioned it very well may take freeing one to gain a voluntary service like that. I've also thought about plane shifting and entreating for their service with no binding at all.

Has anyone else played through something like this as a good caster "binding" good outsiders?


1 person marked this as FAQ candidate.

Reading UMD I'm under the impression that the DC was 10 + spell level + (UMD result - 15)'s mod but hero labs isn't doing this. It's showing a chain lightning scroll at DC 19 no matter what I do.

Am I wrong or is hero lab?


The questions is simple.

Do you still need to pay a haggle price for services if you call a creature you can control?


Like many table-top nerds I use a mechanical pencil. I've found over time the harshness of the always-fresh tip tends to dig into the front page of the folio where your ability scores and what-not are. Then I go to erase and it doesn't all come off, rinse and repeat and over time the front page doesn't look too good.

Has anyone found a good writing implement that doesn't do this or a way to help keep that front page looking good over the life of a character?


I'm playing a master summoner natural weretiger about to hit level 10. The choices to me are many with lots of good options. Does anyone have a particular suggestion? I very well may end up just taking the most suggested one. The buffs to damage, defense and utility are all very, very attractive.


To put it into programmer speak: is it OR or AND?

I've always seen the synthesist as a semantically mutliple bonus type of character. However, given the rule (see quote a) it coalesces back down into a single bonus for every situation of duplicate bonuses which mostly happens when both summoner and synthesist have the same bonus such as would happen for evolutions (see quote b).

A* wrote:
Bonuses without a type always stack, unless they are from the same source.

*Even though this is specifically talking about spells the same situation applies as the synthesist stacks bonuses on itself as shown in quote b.

B wrote:
The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions.

The result of this can be displayed the following way:

If a synth took the resistance (cold) evolution at level 10 we would have:

Scenario A

Synthesist ------------------ Eidolon
Resist (cold 15) ------------ Resist (cold 15)

But as they are the same creature this simply coalesces into a single resist (cold 15).

Repeating this for each evolution we eventually end up with a single character with a single set of features.

The question then becomes what exactly is meant by "gains access" in relationship to the eidolon? Can the synthesist directly gain the evolutions or are they applied to the eidolon and then he simply inherits the benefits by virtue of being the same character?

Taking from the above it really could either be:

Scenario B

Synthesist ------------------ Eidolon
Resist (cold 15)---------------------

-- or --

Scenario C

Synthesist ------------------ Eidolon
----------------------------- Resist (cold 15)

In few, one including baleful polymorph, situations would this actually have a mechanical impact. However, it would help clear up the semantic interaction between the two and help provide a basis on which consistent rulings can occur rather than being amorphous by nature. It would also help clear up various misconceptions about certain evolutions. For example, there is an FAQ against it but it's more "cuz we don't wanna" about using ability increase on charisma but there should be some more consistency than that and it insinuates Scenario C is correct. However, in the baleful polymorph scenario if Scenario B is true then b.p. mantains its visciousnes but not so much in Secnario C as that more describes the merged form as a class feature. To make it more interesting in the scenario with baleful polymorph, consider a synthesist with the large or huge evolution. B.p. makes you small but you're still large/huge thanks to evolutions unless Scenario B is the correct way to see the interaction.

Anyone know which it is?


As a player I've found myself in the situation of having variously layered additives to saves. For example, I very well might get bonuses to the same save due to it being a spell, being an enchantment, being from an evil creature, the effect itself is evil and so on. How do you guys efficiently handle these things? It's gotten to the point where I kind of feel odd asking a plethora of questions for almost every save I make.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Per the GMG

Quote:
Bestow curse can also inflict a single insanity on a foe, although in this case the insanity is also a curse.

If you use that with amnesia you've basically got not only an instant shutdown ability with a permanent duration but you can also potentially use it as the ultimate "forced redemption" tactic.

Amnesia

Quote:

AMNESIA

Type insanity; Save Will DC 20
Onset immediate
Effect –4 penalty on Will saving throws and all skill checks; loss of memory (see below)
DESCRIPTION
A character suffering from amnesia cannot remember things; his name, his skills, and his past are all equal mysteries. He can build new memories, but any memories that existed before he became an amnesiac are suppressed.

Worse, the amnesiac loses all class abilities, feats, and skill ranks for as long as his amnesia lasts. He retains his base attack bonus, base saving throw bonuses, combat maneuver bonus, combat maneuver defense, total experience points, and hit dice (and hit points), but everything else is gone until the amnesia is cured. If a character gains a class level while suffering from amnesia, he may use any abilities gained by that class level normally. If the class level he gained was of a class he already possess levels in, he gains the abilities of a 1st-level character of that class, even though he is technically of a higher level in that class. If his amnesia is later cured, he regains all the full abilities of this class, including those gained from any levels taken while he was suffering from amnesia.

Using Curse, Major you can even do this at range and impose a -5 penalty to remove it by all.


So, I've taken a Sword of the Planes and added Holy to it.

Method used:

The max bonus on it is a +4, so 32,000 gp. Add +2 for a +6 for 72,000 gp. I divided the actual item cost (22,315) into 32,000 to come up with .63. Multiplying 72k by this I get 45,360. Subtracting the cost from the base item leaves 23,045. This would bring the cost of the upgrade to 11,523 or 22,838 gp for the whole thing.

Is this kosher rules-wise?


How do the rods and feats interact with these classes (rangers, paladins, summoner, etc.)? Do they simply gain the benefit of the rods over their entire repertoire of spells for cheaper in turn for having reduced capacity?


In your local feats page you have the following:

Quote:
In official Golarion setting books you may choose a Local feat as a bonus feat during character creation.

What is the source for this? I'm GMing a group and don't want to short my players feats but need to know how that works! :)

Thanks.


Do you use them all or just stick their script if they have one?

I've used the summon abilities of demons (rolling d% of course) et al but am curious if others do this as well.


What would the CR change be, if any, if I changed the Babau demons', in L25, abilities to remove dispel magic and add greater invisibility? This "super stealthy assassin" feels better with this to me. I don't discount dispel magic. I love the spell actually but with the description in the PRD I kept looking for their invisibility ability and couldn't find it. :P

Unless dispel magic is inherent in how they operate I don't see why they have it. I would also probably take away their spears.


So, after my body dies and I gank a new one is the previous occupant dead?


So, I keep hearing how the synthesist is bags of awesome. Sure, it's a cool class but I'm failing to see how it's the one man party. Would anyone care to post the build this pun-pun?

I post this in the rules forum because it's got to be a legit built and want to see all the badwrongfun that apparently so easily comes from messing with this archetype.

I would just ask you stick to a point-buy and already established races. Showing this thing at multiple stages would be nice. Say levels 1, 5, 15, 20? Even just a level 20 build would be awesome. No gestalt.


Reclaim Soul

School necromancy; Level witch 9
Casting Time see text
Components V, S, M (diamond dust worth 25,000 gp), F (a symbol of the detected deity or creature)
Range touch
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

This spell as two uses. The first use let's you determine if any creature has a claim on your soul and the identity of that creature. When used in this way the spell school changes to divination, requires no material component or focus and has a casting time of one hour.

The second use of this spell allows you to sever any claim that a creature has to a soul so that should it die immediately after this spell ends it would be treated as a completely neutral soul. This function of the spell has the listed material and focus requirements. The focus should be of something that is of particular iconic importance to the creature. This could be a consecrated holy symbol, a material closely associated with them, and so subject to GM approval. The casting time of this function of the spell is 1 full round action. Doing this can greatly perturb that creature and they may seek to track either you and/or your target down for retribution. Roll a d% per the table below to see if this happens. This chance starts at 50% and builds.

Regardless of which function you use you must be in physical contact with the target at all times. Any disruption in contact during this time results in automatic failure. If you lose contact with the target using the severing function of this spell you still have a 50% of attracting the claiming creature's attention for meddling in their affairs but you don't incur any penalties per the below table since their claim is still in tact.

Target creature is...
A cleric or paladin of an opposed creature - +20%
Someone who has helped kill or destroy the creature's followers or holy sites - +25%
Someone who has visited the home plane of the creature - +30%
Someone who has previously sworn an oath to the creature - +35%
Someone who has previously performed rites to, been a devout follower of or killed in the name of the creature - +40%

These totals are cumulative. Any total over 100% guarantees the creature will seek retribution in some way. The nature of the retribution is up to the GM but should be in accordance to the nature of the creature. This retribution could take the form of sending any heralds to kill you and bind your soul in a gem, harass you, kill friends and family, curse you or otherwise simply interfere in your affairs in very frustrating ways.

Potential Rise Spoilers!!

I have a witch in Rise of the Runelords that changed patrons after an encounter with the Black Magga. After having died one time my GM said his soul went to Lamashtu and when he came back for the time he had his negative levels from raise dead he had the nameless dread major spellblight on him. So, his quest is to research how to severe the claim on his soul. What do you think about it?

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